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Duplicate gltfImporter as gltf2Importer; Include glTF2 importer in CMake List

Daniel Hritzkiv 8 年之前
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63d3655f1b
共有 4 個文件被更改,包括 775 次插入2 次删除
  1. 2 0
      code/CMakeLists.txt
  2. 2 2
      code/ImporterRegistry.cpp
  3. 680 0
      code/glTF2Importer.cpp
  4. 91 0
      code/glTF2Importer.h

+ 2 - 0
code/CMakeLists.txt

@@ -665,6 +665,8 @@ ADD_ASSIMP_IMPORTER( GLTF
   glTF2Asset.inl
   glTF2AssetWriter.h
   glTF2AssetWriter.inl
+  glTF2Importer.cpp
+  glTF2Importer.h
   glTF2Exporter.h
   glTF2Exporter.cpp
 )

+ 2 - 2
code/ImporterRegistry.cpp

@@ -181,7 +181,7 @@ corresponding preprocessor flag to selectively disable formats.
 #   include "AssbinLoader.h"
 #endif
 #ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
-#   include "glTFImporter.h"
+#   include "glTF2Importer.h"
 #endif
 #ifndef ASSIMP_BUILD_NO_C4D_IMPORTER
 #   include "C4DImporter.h"
@@ -335,7 +335,7 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
     out.push_back( new AssbinImporter() );
 #endif
 #if ( !defined ASSIMP_BUILD_NO_GLTF_IMPORTER )
-    out.push_back( new glTFImporter() );
+    out.push_back( new glTF2Importer() );
 #endif
 #if ( !defined ASSIMP_BUILD_NO_C4D_IMPORTER )
     out.push_back( new C4DImporter() );

+ 680 - 0
code/glTF2Importer.cpp

@@ -0,0 +1,680 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2017, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef ASSIMP_BUILD_NO_GLTF_IMPORTER
+
+#include "glTF2Importer.h"
+#include "StringComparison.h"
+#include "StringUtils.h"
+
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/ai_assert.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/importerdesc.h>
+
+#include <memory>
+
+#include "MakeVerboseFormat.h"
+
+#include "glTF2Asset.h"
+// This is included here so WriteLazyDict<T>'s definition is found.
+#include "glTF2AssetWriter.h"
+
+using namespace Assimp;
+using namespace glTF2;
+
+
+//
+// glTF2Importer
+//
+
+static const aiImporterDesc desc = {
+    "glTF2 Importer",
+    "",
+    "",
+    "",
+    aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour
+        | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
+    0,
+    0,
+    0,
+    0,
+    "gltf glb"
+};
+
+glTF2Importer::glTF2Importer()
+: BaseImporter()
+, meshOffsets()
+, embeddedTexIdxs()
+, mScene( NULL ) {
+    // empty
+}
+
+glTF2Importer::~glTF2Importer() {
+    // empty
+}
+
+const aiImporterDesc* glTF2Importer::GetInfo() const
+{
+    return &desc;
+}
+
+bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+    const std::string& extension = GetExtension(pFile);
+
+    if (extension == "gltf" || extension == "glb")
+        return true;
+
+    if ((checkSig || !extension.length()) && pIOHandler) {
+        char buffer[4];
+
+        std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile));
+        if (pStream && pStream->Read(buffer, sizeof(buffer), 1) == 1) {
+            if (memcmp(buffer, AI_GLB_MAGIC_NUMBER, sizeof(buffer)) == 0) {
+                return true; // Has GLB header
+            }
+            else if (memcmp(buffer, "{\r\n ", sizeof(buffer)) == 0
+                    || memcmp(buffer, "{\n  ", sizeof(buffer)) == 0) {
+                // seems a JSON file, and we're the only format that can read them
+                return true;
+            }
+        }
+    }
+
+    return false;
+}
+
+
+
+//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
+//{
+//    out.r = v[0]; out.g = v[1]; out.b = v[2];
+//}
+
+static void CopyValue(const glTF2::vec4& v, aiColor4D& out)
+{
+    out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
+}
+
+static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
+{
+    out.r = v[0]; out.g = v[1]; out.b = v[2];
+}
+
+static void CopyValue(const glTF2::vec3& v, aiVector3D& out)
+{
+    out.x = v[0]; out.y = v[1]; out.z = v[2];
+}
+
+static void CopyValue(const glTF2::vec4& v, aiQuaternion& out)
+{
+    out.x = v[0]; out.y = v[1]; out.z = v[2]; out.w = v[3];
+}
+
+static void CopyValue(const glTF2::mat4& v, aiMatrix4x4& o)
+{
+    o.a1 = v[ 0]; o.b1 = v[ 1]; o.c1 = v[ 2]; o.d1 = v[ 3];
+    o.a2 = v[ 4]; o.b2 = v[ 5]; o.c2 = v[ 6]; o.d2 = v[ 7];
+    o.a3 = v[ 8]; o.b3 = v[ 9]; o.c3 = v[10]; o.d3 = v[11];
+    o.a4 = v[12]; o.b4 = v[13]; o.c4 = v[14]; o.d4 = v[15];
+}
+
+inline void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::TexProperty prop, aiMaterial* mat,
+    aiTextureType texType, const char* pKey, unsigned int type, unsigned int idx)
+{
+    if (prop.texture) {
+        if (prop.texture->source) {
+            aiString uri(prop.texture->source->uri);
+
+            int texIdx = embeddedTexIdxs[prop.texture->source.GetIndex()];
+            if (texIdx != -1) { // embedded
+                // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
+                uri.data[0] = '*';
+                uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
+            }
+
+            mat->AddProperty(&uri, _AI_MATKEY_TEXTURE_BASE, texType, 0);
+        }
+    }
+    else {
+        aiColor4D col;
+        CopyValue(prop.color, col);
+        mat->AddProperty(&col, 1, pKey, type, idx);
+    }
+}
+
+void glTF2Importer::ImportMaterials(glTF2::Asset& r)
+{
+    mScene->mNumMaterials = unsigned(r.materials.Size());
+    mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
+
+    for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
+        aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
+
+        Material& mat = r.materials[i];
+
+        /*if (!mat.name.empty())*/ {
+            aiString str(mat.id /*mat.name*/);
+            aimat->AddProperty(&str, AI_MATKEY_NAME);
+        }
+
+        SetMaterialColorProperty(embeddedTexIdxs, r, mat.diffuse, aimat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
+        SetMaterialColorProperty(embeddedTexIdxs, r, mat.specular, aimat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
+        SetMaterialColorProperty(embeddedTexIdxs, r, mat.ambient, aimat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
+
+        if (mat.shininess > 0.f) {
+            aimat->AddProperty(&mat.shininess, 1, AI_MATKEY_SHININESS);
+        }
+    }
+}
+
+
+static inline void SetFace(aiFace& face, int a)
+{
+    face.mNumIndices = 1;
+    face.mIndices = new unsigned int[1];
+    face.mIndices[0] = a;
+}
+
+static inline void SetFace(aiFace& face, int a, int b)
+{
+    face.mNumIndices = 2;
+    face.mIndices = new unsigned int[2];
+    face.mIndices[0] = a;
+    face.mIndices[1] = b;
+}
+
+static inline void SetFace(aiFace& face, int a, int b, int c)
+{
+    face.mNumIndices = 3;
+    face.mIndices = new unsigned int[3];
+    face.mIndices[0] = a;
+    face.mIndices[1] = b;
+    face.mIndices[2] = c;
+}
+
+static inline bool CheckValidFacesIndices(aiFace* faces, unsigned nFaces, unsigned nVerts)
+{
+    for (unsigned i = 0; i < nFaces; ++i) {
+        for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
+            unsigned idx = faces[i].mIndices[j];
+            if (idx >= nVerts)
+                return false;
+        }
+    }
+    return true;
+}
+
+void glTF2Importer::ImportMeshes(glTF2::Asset& r)
+{
+    std::vector<aiMesh*> meshes;
+
+    unsigned int k = 0;
+
+    for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
+        Mesh& mesh = r.meshes[m];
+
+		// Check if mesh extensions is used
+		if(mesh.Extension.size() > 0)
+		{
+			for(Mesh::SExtension* cur_ext : mesh.Extension)
+			{
+#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
+				if(cur_ext->Type == Mesh::SExtension::EType::Compression_Open3DGC)
+				{
+					// Limitations for meshes when using Open3DGC-compression.
+					// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
+					// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
+					// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
+					// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
+					// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
+					// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
+					// of primitive must point to one continuous region of the buffer.
+					if(mesh.primitives.size() > 2) throw DeadlyImportError("GLTF: When using Open3DGC compression then only one primitive per mesh are allowed.");
+
+					Mesh::SCompression_Open3DGC* o3dgc_ext = (Mesh::SCompression_Open3DGC*)cur_ext;
+					Ref<Buffer> buf = r.buffers.Get(o3dgc_ext->Buffer);
+
+					buf->EncodedRegion_SetCurrent(mesh.id);
+				}
+				else
+#endif
+				{
+					throw DeadlyImportError("GLTF: Can not import mesh: unknown mesh extension (code: \"" + to_string(cur_ext->Type) +
+											"\"), only Open3DGC is supported.");
+				}
+			}
+		}// if(mesh.Extension.size() > 0)
+
+		meshOffsets.push_back(k);
+        k += unsigned(mesh.primitives.size());
+
+        for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
+            Mesh::Primitive& prim = mesh.primitives[p];
+
+            aiMesh* aim = new aiMesh();
+            meshes.push_back(aim);
+
+            aim->mName = mesh.id;
+            if (mesh.primitives.size() > 1) {
+                size_t& len = aim->mName.length;
+                aim->mName.data[len] = '-';
+                len += 1 + ASSIMP_itoa10(aim->mName.data + len + 1, unsigned(MAXLEN - len - 1), p);
+            }
+
+            switch (prim.mode) {
+                case PrimitiveMode_POINTS:
+                    aim->mPrimitiveTypes |= aiPrimitiveType_POINT;
+                    break;
+
+                case PrimitiveMode_LINES:
+                case PrimitiveMode_LINE_LOOP:
+                case PrimitiveMode_LINE_STRIP:
+                    aim->mPrimitiveTypes |= aiPrimitiveType_LINE;
+                    break;
+
+                case PrimitiveMode_TRIANGLES:
+                case PrimitiveMode_TRIANGLE_STRIP:
+                case PrimitiveMode_TRIANGLE_FAN:
+                    aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+                    break;
+            }
+
+            Mesh::Primitive::Attributes& attr = prim.attributes;
+
+			if (attr.position.size() > 0 && attr.position[0]) {
+                aim->mNumVertices = attr.position[0]->count;
+                attr.position[0]->ExtractData(aim->mVertices);
+			}
+
+			if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
+
+            for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
+                attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
+                aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
+
+                aiVector3D* values = aim->mTextureCoords[tc];
+                for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
+                    values[i].y = 1 - values[i].y; // Flip Y coords
+                }
+            }
+
+
+            if (prim.indices) {
+				aiFace* faces = 0;
+                unsigned int nFaces = 0;
+
+                unsigned int count = prim.indices->count;
+
+                Accessor::Indexer data = prim.indices->GetIndexer();
+                ai_assert(data.IsValid());
+
+                switch (prim.mode) {
+                    case PrimitiveMode_POINTS: {
+                        nFaces = count;
+                        faces = new aiFace[nFaces];
+                        for (unsigned int i = 0; i < count; ++i) {
+                            SetFace(faces[i], data.GetUInt(i));
+                        }
+                        break;
+                    }
+
+                    case PrimitiveMode_LINES: {
+                        nFaces = count / 2;
+                        faces = new aiFace[nFaces];
+                        for (unsigned int i = 0; i < count; i += 2) {
+                            SetFace(faces[i / 2], data.GetUInt(i), data.GetUInt(i + 1));
+                        }
+                        break;
+                    }
+
+                    case PrimitiveMode_LINE_LOOP:
+                    case PrimitiveMode_LINE_STRIP: {
+                        nFaces = count - ((prim.mode == PrimitiveMode_LINE_STRIP) ? 1 : 0);
+                        faces = new aiFace[nFaces];
+                        SetFace(faces[0], data.GetUInt(0), data.GetUInt(1));
+                        for (unsigned int i = 2; i < count; ++i) {
+                            SetFace(faces[i - 1], faces[i - 2].mIndices[1], data.GetUInt(i));
+                        }
+                        if (prim.mode == PrimitiveMode_LINE_LOOP) { // close the loop
+                            SetFace(faces[count - 1], faces[count - 2].mIndices[1], faces[0].mIndices[0]);
+                        }
+                        break;
+                    }
+
+                    case PrimitiveMode_TRIANGLES: {
+                        nFaces = count / 3;
+                        faces = new aiFace[nFaces];
+                        for (unsigned int i = 0; i < count; i += 3) {
+                            SetFace(faces[i / 3], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
+                        }
+                        break;
+                    }
+                    case PrimitiveMode_TRIANGLE_STRIP: {
+                        nFaces = count - 2;
+                        faces = new aiFace[nFaces];
+                        SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+                        for (unsigned int i = 3; i < count; ++i) {
+                            SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
+                        }
+                        break;
+                    }
+                    case PrimitiveMode_TRIANGLE_FAN:
+                        nFaces = count - 2;
+                        faces = new aiFace[nFaces];
+                        SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
+                        for (unsigned int i = 3; i < count; ++i) {
+                            SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
+                        }
+                        break;
+                }
+
+                if (faces) {
+                    aim->mFaces = faces;
+                    aim->mNumFaces = nFaces;
+                    ai_assert(CheckValidFacesIndices(faces, nFaces, aim->mNumVertices));
+                }
+            }
+
+
+            if (prim.material) {
+                aim->mMaterialIndex = prim.material.GetIndex();
+            }
+        }
+    }
+
+    meshOffsets.push_back(k);
+
+    CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
+}
+
+void glTF2Importer::ImportCameras(glTF2::Asset& r)
+{
+    if (!r.cameras.Size()) return;
+
+    mScene->mNumCameras = r.cameras.Size();
+    mScene->mCameras = new aiCamera*[r.cameras.Size()];
+
+    for (size_t i = 0; i < r.cameras.Size(); ++i) {
+        Camera& cam = r.cameras[i];
+
+        aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
+
+        if (cam.type == Camera::Perspective) {
+
+            aicam->mAspect        = cam.cameraProperties.perspective.aspectRatio;
+            aicam->mHorizontalFOV = cam.cameraProperties.perspective.yfov * aicam->mAspect;
+            aicam->mClipPlaneFar  = cam.cameraProperties.perspective.zfar;
+            aicam->mClipPlaneNear = cam.cameraProperties.perspective.znear;
+        }
+        else {
+            // assimp does not support orthographic cameras
+        }
+    }
+}
+
+void glTF2Importer::ImportLights(glTF2::Asset& r)
+{
+    if (!r.lights.Size()) return;
+
+    mScene->mNumLights = r.lights.Size();
+    mScene->mLights = new aiLight*[r.lights.Size()];
+
+    for (size_t i = 0; i < r.lights.Size(); ++i) {
+        Light& l = r.lights[i];
+
+        aiLight* ail = mScene->mLights[i] = new aiLight();
+
+        switch (l.type) {
+            case Light::Type_directional:
+                ail->mType = aiLightSource_DIRECTIONAL; break;
+
+            case Light::Type_spot:
+                ail->mType = aiLightSource_SPOT; break;
+
+            case Light::Type_ambient:
+                ail->mType = aiLightSource_AMBIENT; break;
+
+            default: // Light::Type_point
+                ail->mType = aiLightSource_POINT; break;
+        }
+
+        CopyValue(l.color, ail->mColorAmbient);
+        CopyValue(l.color, ail->mColorDiffuse);
+        CopyValue(l.color, ail->mColorSpecular);
+
+        ail->mAngleOuterCone = l.falloffAngle;
+        ail->mAngleInnerCone = l.falloffExponent; // TODO fix this, it does not look right at all
+
+        ail->mAttenuationConstant  = l.constantAttenuation;
+        ail->mAttenuationLinear    = l.linearAttenuation;
+        ail->mAttenuationQuadratic = l.quadraticAttenuation;
+    }
+}
+
+
+aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>& meshOffsets, glTF2::Ref<glTF2::Node>& ptr)
+{
+    Node& node = *ptr;
+
+    aiNode* ainode = new aiNode(node.id);
+
+    if (!node.children.empty()) {
+        ainode->mNumChildren = unsigned(node.children.size());
+        ainode->mChildren = new aiNode*[ainode->mNumChildren];
+
+        for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
+            aiNode* child = ImportNode(pScene, r, meshOffsets, node.children[i]);
+            child->mParent = ainode;
+            ainode->mChildren[i] = child;
+        }
+    }
+
+    aiMatrix4x4& matrix = ainode->mTransformation;
+    if (node.matrix.isPresent) {
+        CopyValue(node.matrix.value, matrix);
+    }
+    else {
+        if (node.translation.isPresent) {
+            aiVector3D trans;
+            CopyValue(node.translation.value, trans);
+            aiMatrix4x4 t;
+            aiMatrix4x4::Translation(trans, t);
+            matrix = t * matrix;
+        }
+
+        if (node.scale.isPresent) {
+            aiVector3D scal(1.f);
+            CopyValue(node.scale.value, scal);
+            aiMatrix4x4 s;
+            aiMatrix4x4::Scaling(scal, s);
+            matrix = s * matrix;
+        }
+
+
+        if (node.rotation.isPresent) {
+            aiQuaternion rot;
+            CopyValue(node.rotation.value, rot);
+            matrix = aiMatrix4x4(rot.GetMatrix()) * matrix;
+        }
+    }
+
+    if (!node.meshes.empty()) {
+        int count = 0;
+        for (size_t i = 0; i < node.meshes.size(); ++i) {
+            int idx = node.meshes[i].GetIndex();
+            count += meshOffsets[idx + 1] - meshOffsets[idx];
+        }
+
+        ainode->mNumMeshes = count;
+        ainode->mMeshes = new unsigned int[count];
+
+        int k = 0;
+        for (size_t i = 0; i < node.meshes.size(); ++i) {
+            int idx = node.meshes[i].GetIndex();
+            for (unsigned int j = meshOffsets[idx]; j < meshOffsets[idx + 1]; ++j, ++k) {
+                ainode->mMeshes[k] = j;
+            }
+        }
+    }
+
+    if (node.camera) {
+        pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
+    }
+
+    if (node.light) {
+        pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
+    }
+
+    return ainode;
+}
+
+void glTF2Importer::ImportNodes(glTF2::Asset& r)
+{
+    if (!r.scene) return;
+
+    std::vector< Ref<Node> > rootNodes = r.scene->nodes;
+
+    // The root nodes
+    unsigned int numRootNodes = unsigned(rootNodes.size());
+    if (numRootNodes == 1) { // a single root node: use it
+        mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
+    }
+    else if (numRootNodes > 1) { // more than one root node: create a fake root
+        aiNode* root = new aiNode("ROOT");
+        root->mChildren = new aiNode*[numRootNodes];
+        for (unsigned int i = 0; i < numRootNodes; ++i) {
+            aiNode* node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
+            node->mParent = root;
+            root->mChildren[root->mNumChildren++] = node;
+        }
+        mScene->mRootNode = root;
+    }
+
+    //if (!mScene->mRootNode) {
+    //  mScene->mRootNode = new aiNode("EMPTY");
+    //}
+}
+
+void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset& r)
+{
+    embeddedTexIdxs.resize(r.images.Size(), -1);
+
+    int numEmbeddedTexs = 0;
+    for (size_t i = 0; i < r.images.Size(); ++i) {
+        if (r.images[i].HasData())
+            numEmbeddedTexs += 1;
+    }
+
+    if (numEmbeddedTexs == 0)
+        return;
+
+    mScene->mTextures = new aiTexture*[numEmbeddedTexs];
+
+    // Add the embedded textures
+    for (size_t i = 0; i < r.images.Size(); ++i) {
+        Image img = r.images[i];
+        if (!img.HasData()) continue;
+
+        int idx = mScene->mNumTextures++;
+        embeddedTexIdxs[i] = idx;
+
+        aiTexture* tex = mScene->mTextures[idx] = new aiTexture();
+
+        size_t length = img.GetDataLength();
+        void* data = img.StealData();
+
+        tex->mWidth = static_cast<unsigned int>(length);
+        tex->mHeight = 0;
+        tex->pcData = reinterpret_cast<aiTexel*>(data);
+
+        if (!img.mimeType.empty()) {
+            const char* ext = strchr(img.mimeType.c_str(), '/') + 1;
+            if (ext) {
+                if (strcmp(ext, "jpeg") == 0) ext = "jpg";
+
+                size_t len = strlen(ext);
+                if (len <= 3) {
+                    strcpy(tex->achFormatHint, ext);
+                }
+            }
+        }
+    }
+}
+
+void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
+
+    this->mScene = pScene;
+
+    // read the asset file
+    glTF2::Asset asset(pIOHandler);
+    asset.Load(pFile, GetExtension(pFile) == "glb");
+
+
+    //
+    // Copy the data out
+    //
+
+    ImportEmbeddedTextures(asset);
+    ImportMaterials(asset);
+
+    ImportMeshes(asset);
+
+    ImportCameras(asset);
+    ImportLights(asset);
+
+    ImportNodes(asset);
+
+    // TODO: it does not split the loaded vertices, should it?
+    //pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+	MakeVerboseFormatProcess process;
+    process.Execute(pScene);
+
+
+    if (pScene->mNumMeshes == 0) {
+        pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+    }
+}
+
+#endif // ASSIMP_BUILD_NO_GLTF_IMPORTER
+

+ 91 - 0
code/glTF2Importer.h

@@ -0,0 +1,91 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2017, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+#ifndef AI_GLTF2IMPORTER_H_INC
+#define AI_GLTF2IMPORTER_H_INC
+
+#include "BaseImporter.h"
+#include <assimp/DefaultIOSystem.h>
+
+struct aiNode;
+
+
+namespace glTF2
+{
+    class Asset;
+}
+
+namespace Assimp {
+
+/**
+ * Load the glTF2 format.
+ * https://github.com/KhronosGroup/glTF/tree/master/specification
+ */
+class glTF2Importer : public BaseImporter{
+public:
+    glTF2Importer();
+    virtual ~glTF2Importer();
+    virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
+
+protected:
+    virtual const aiImporterDesc* GetInfo() const;
+    virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
+
+private:
+
+    std::vector<unsigned int> meshOffsets;
+
+    std::vector<int> embeddedTexIdxs;
+
+    aiScene* mScene;
+
+    void ImportEmbeddedTextures(glTF2::Asset& a);
+    void ImportMaterials(glTF2::Asset& a);
+    void ImportMeshes(glTF2::Asset& a);
+    void ImportCameras(glTF2::Asset& a);
+    void ImportLights(glTF2::Asset& a);
+    void ImportNodes(glTF2::Asset& a);
+
+};
+
+} // Namespace assimp
+
+#endif // AI_GLTF2IMPORTER_H_INC
+